/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_High_Inquisitor_Fairbanks
 SD%Complete: 100
 SDComment: TODO: if this guy not involved in some special event, remove (and let ACID script)
 SDCategory: Scarlet Monastery
 EndScriptData */

#include "ScriptPCH.h"

enum eSpells {
    SPELL_CURSEOFBLOOD = 8282,
    SPELL_DISPELMAGIC = 15090,
    SPELL_FEAR = 12096,
    SPELL_HEAL = 12039,
    SPELL_POWERWORDSHIELD = 11647,
    SPELL_SLEEP = 8399
};

class boss_high_inquisitor_fairbanks: public CreatureScript {
public:
    boss_high_inquisitor_fairbanks() :
            CreatureScript("boss_high_inquisitor_fairbanks") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_high_inquisitor_fairbanksAI(pCreature);
    }

    struct boss_high_inquisitor_fairbanksAI: public ScriptedAI {
        boss_high_inquisitor_fairbanksAI(Creature *c) :
                ScriptedAI(c) {
        }

        uint32 CurseOfBlood_Timer;
        uint32 DispelMagic_Timer;
        uint32 Fear_Timer;
        uint32 Heal_Timer;
        uint32 Sleep_Timer;
        uint32 Dispel_Timer;
        bool PowerWordShield;

        void Reset() {
            CurseOfBlood_Timer = 10000;
            DispelMagic_Timer = 30000;
            Fear_Timer = 40000;
            Heal_Timer = 30000;
            Sleep_Timer = 30000;
            Dispel_Timer = 20000;
            PowerWordShield = false;
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            //If we are <25% hp cast Heal
            if (!HealthAbovePct(25) && !me->IsNonMeleeSpellCasted(false)
                    && Heal_Timer <= diff) {
                DoCast(me, SPELL_HEAL);
                Heal_Timer = 30000;
            } else
                Heal_Timer -= diff;

            //Fear_Timer
            if (Fear_Timer <= diff) {
                if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1))
                    DoCast(pTarget, SPELL_FEAR);

                Fear_Timer = 40000;
            } else
                Fear_Timer -= diff;

            //Sleep_Timer
            if (Sleep_Timer <= diff) {
                if (Unit *pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO, 0))
                    DoCast(pTarget, SPELL_SLEEP);

                Sleep_Timer = 30000;
            } else
                Sleep_Timer -= diff;

            //PowerWordShield_Timer
            if (!PowerWordShield && !HealthAbovePct(25)) {
                DoCast(me, SPELL_POWERWORDSHIELD);
                PowerWordShield = true;
            }

            //Dispel_Timer
            if (Dispel_Timer <= diff) {
                if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    DoCast(pTarget, SPELL_DISPELMAGIC);

                DispelMagic_Timer = 30000;
            } else
                DispelMagic_Timer -= diff;

            //CurseOfBlood_Timer
            if (CurseOfBlood_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_CURSEOFBLOOD);
                CurseOfBlood_Timer = 25000;
            } else
                CurseOfBlood_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_high_inquisitor_fairbanks() {
    new boss_high_inquisitor_fairbanks();
}
